I love this deck. PDH games go long and your deck help stall out the board and wins through those stalls using your commander. It's a solid strategy.

You want to maximize your creature count as much as possible to take advantage of your commander. There are a few effects in your instants, sorceries and enchantments that could be replaced with creatures.

Crypt Creeper
has a solid body and is basically like Scarab Feast. You could also try
Faerie Macabre
if you want to go for the free graveyard hate. No one expects that.

In terms of cuts, I don't understand Wildsize. You can also easily cut Spider Climb. Most of your creatures have reach already and +0/+3 is not great, even for 1 mana. Arachnus Web is also pretty weak removal. Rancor is a good card, but is it really useful for your game plan? How often will you win by attacking with your spiders? Naturalize feels a bit vanilla and could be replaced with another creature that gives you a similar effect. You also have quite a few cantripping creatures that I don't quite get the purpose of. Are they chump blockers? You have quite a bit of card advantage in black already. Wander in Death could be
Death Denied
or
Reaping the Graves
instead.

I am not a fan of Prowling Pangolin. Vicious Rumors and Rakshasa's Secret also seem pretty weak. I am also not sure if running that much ramp is really necessary, especially the colorless ones like
Fractured Powerstone
.

Anyway, great deck! I look forward to seeing how it plays out and trying it for myself.

All the Dredge stuff would be great in the deck. You already have Brownscale, but you could use
Shenanigans
(there's always a target),
Moldervine Cloak
and
Greater Mossdog
all give you consistent action in the late game that will also power up your damage.

With that in mind, almost every Flashback card is probably worth running. Same goes with Retrace and Jump-Start. These will give you so many options over the course of the game and be an extension to your hand.

Book Burning
Targeting yourself is a pretty good way to stock the graveyard quickly, unless an opponent wants to take 6, which is also nice.

Chainflinger
is decent in PDH and would fit nicely in a deck like yours.

Firebolt
is very good in general and gets even better if you're milling it into your graveyard.

Fortitude
can make a big creature a bigger problem and feed your graveyard lands.

Mother Bear
seems like a good fit, like most cards that generate value in the graveyard.

Elven Cache
is a great card to have in green PDH. It doesn't cost you a draw like Reclaim does, which justifies the mana cost, in my opinion.

Is
Renewal
to janky? Cantripping and fixing your mana might not be worth 3 mana, but it does move your gameplan forward somewhat.

A lot of the cards in your maybeboard are cards I think you should actually play. Excavating Anurid is quite strong. A 5/5 vigilance that cantrips at almost no downside for you is really good.
Igneous Elemental
is comparable to
Flametongue Kavu
in many scenarios. All your burn and removal that requires sacrificing creatures or lands is also good for your game plan. Quicksand has no downside in your mana base.

In general, I think having more creature-based ramp might be better than sorcery or artifact ones, unless they sac lands. Rampant Growth, Land Grant, Search for Tomorrow, Renegade Map and Armillary Sphere seem like they would be stronger as mana dorks.
Zhur-Taa Druid
and
Silhana Starfletcher
are both cards that do a lot of work in PDH, plus all the typical 1-mana ramp creatures in Green.

Otherwise, I think Diligent Farmhand and Muscle Burst is cute, but not very effective overall.

Chain Lightning and Lightning Bolt are oddly enough not impactful enough to play in PDH, in my opinion. I would vastly prefer
Staggershock
over either one for the better damage output or card advantage potential. These could be easy subsitutes for some of your maybeboard spells.

A lot of your creatures are aggressive, but not enough to really be pertinent in a game with 30-40 life (depending on how you play). Borderland Marauder, Burning-Tree Emissary, Moldgraf Scavenger, Zectar Shrine Expedition and to a certain extent even Scythe Tiger could be better as more resilient, synergistic or more powerful threats that scale better with all the ramping you're doing. Something like
Sprout Swarm
is a classic game-winning card that is good across the entirety of the game and works well with sac effects you're running.

Last thing: I think you should run more lands. I get that you're trying to be low to the ground and aggressive, but running a low land count hurts you in a lot of ways. It makes less opening hands keepable, it restricts the breadth of finishers you can use, it lowers the efficiency of your commander and cards like
Winding Way
and can even result in you running out of basics to fetch in the mid-to-late game. I think 38-40 lands would be a more appropriate number.

Again, great idea for a deck and I'm looking forward to hearing more about how you do with it. Is it more for 1-on-1 play or multiplayer?

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